I Wanna Make It Breaking Out

Creators: carua, 水鳥

Average Rating
5.4 / 10
Average Difficulty
75.6 / 100
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Tags:

Adventure (6) Needle (6) Avoidance (7) Trap (5) Gimmick (6) Boss (5) Secrets (2) Long (7) Puzzle (3) Touhou (1)

Screenshots

  • by just_another_Guy
  • by ElCochran90
  • by Xplayerlol
  • by just_another_Guy
  • by just_another_Guy
  • by ElCochran90
  • by just_another_Guy
  • by ElCochran90
  • by ElCochran90
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  • by Xplayerlol
  • by just_another_Guy

19 Reviews:

ElCochran90
A spectacularly uneven and equally surprising plethora of amazing gimmick implementations followed by atrociously bad and messy ones, resulting in an insane concoction of the very good, the bad and the worst of old-school veteran fangame experiences could ever offer to your senses.

The thing that should be admired from this game is the variety; it seems like a collab, but the two makers actually accomplish a game that is consistent in surprising content, gimmick after gimmick in each stage, going modern, retro, classic, experimental, needle, spotlight, drug-induced, unfair, fun, frustrating, woeful and mesmerizing. It's mental diarrhea where really good bits can come out out of that sea of disgustingness.

The difficulty curve is absolutely ridiculous; it follows no logic. If you follow the mental pattern of choosing stages when being in the middle of a hub with 4/5 options, your second boss is most likely to be the most difficult in the entire game: a cherry with three position-based patterns combined with RNG slipper platforms. A successful attempt, depending on RNG, can take up to 10-12 minutes. Don't listen to Goran saying it's "easy" and "boring"; he's insane. Nogard, fatalbrain, just_another_Guy and others agree that this is the point where you can give up and it's only the beginning of a legendarily long game.

The premise of this game is entirely Touhou-based. The Kid travels through Touhou-mania on drugs (mostly because of the soundtrack, but you'll have many Touhou moments still) where the structure that follows is:

-4 stages, with probably the second one you choose containing the most difficult boss of the entire game, and the fourth one being a banger of an avoidance that will fix all of your traumatic memories of Clear the Easy Miku 1.
-4 new stages, one of them being a phenomenal Bomberman stage followed by a lousy boss, and another one being a haunted house that worked wonders for me, whereas an ugly-looking Gamemaker-looking lazy area has needle with traps in the cheapest design possible.

-First transition area, which is spammed with generic needle. I don't mind this one so much as, even with the sphincter and all, it was fun to play. The closing segment of this requires you to have really good timing and consistency, which is normally of no concern to me unless the stage is unreasonably long. Entertaining, to say the least.

-4 new stages, where you begin to collect pieces of a door that will lead to the second transition area. This hub contains an amusing stage where the screens you actually have to do are decided by RNG, but all of them have a common denominator: then all end with a trash jump. My decision was not that trivial: double corner as the first one is free and the second one is a matter of timing. I prefer that to a double diamond or an uncomfortable downwards ladder of spikes. This hub also contains a horribly done VVVVVV gimmick that works in horrible ways and controls are literally reversed to what is normally comfortable to play. This would be justifiable with a reasonable level design, but no, sometimes you have to time the act of pressing a direction, then the jump key, and then spamming the other direction immediately for not losing momentum. That combined with the gimmick being badly done translates to trash. There is also a castle section in this which fits no purpose to the game at all, but it was a take of fresh air.
-4 new stages that have nothing special in particular except for two: a fun vanilla needle section that has each spike killing you calling you names or making meme faces, and a section where you get helper characters to solve puzzles and clear obstacles out of the way. The latter is so dumb that I actually ended up loving it.

-A transition boss, the first one in the game, where the RNG can get really nasty. Patterns are incredibly easy by definition, but after some damage, each cherry color begins to spawn cherries across the screen that overlap it, so you'll find yourself a LOT having to beat the gray one last because that's the one you can damage the least per turn, getting roofed by its pattern and getting your feet killed by the upwards overlapping cherries you created. It's the second most annoying boss in the game after that ice cherry boss in the first hub.

[From this point, the game gets really good and entertaining---]

-Five stages which are individual challenges: a vanilla needle stage, an avoidance, a memory game, a puzzle/platforming stage, and a key maze. I loved all of them but the memory game would be more fair if the memory was cumulative instead of repeating new patterns every turn. You'll find yourself using pen and paper.

-The second transition boss, which is a very well done avoidance, fun to play, not unfair, with a long intro that bores you, and with a final act that is questionably long, but that I could third-try. I was walled only once unfairly and the second one was on me.

-The final boss: Nue Houjuu. This is one of the most spectacular, entertaining and fun bosses I've played in my fangame trajectory: very Touhou-loyal but acute to the 2D mechanics we're used to with The Kid, having main attacks, special attacks, very fun patterns, original attacks, a wonderful and pretty sprite for the enemy and sequences that can be studied after each try. What kills this section is the stupid Nekoron engine which killed me in the last attack twice since I can very easily single-frame when I am in water or in an infinite jump-section. This forced me to arrive to the last attacks having zero hits and, indeed, the Nekoron betrayed me once again making a full jump instead of a one-frame jump, took damage, but killed the boss (which is definitely hitless in my book because f*** Nekoron).

The game has absolutely no direction: it's just an exercise of throwing a bunch of ideas on paper, putting them in a game with no rhyme or reason and making an adventure game with epic moments and extremely frustrating ones. This one's complex, an oddity of all sorts.

I have no idea if I would recommend this, but I can count many instances where I had plenty of fun if one knows how to appreciate old-school stuff, my brother was wowed with the final boss (me too) and the avoidances worked greatly for me. I have great and bad memories. It's the most messy challenging product you can find (maybe, because the world of fangames is extremely vast).

It's the freaking Picasso of fangames.

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Tagged as: Adventure Needle Avoidance Trap Gimmick Boss Long Puzzle
[3] Likes
Rating: 6.4 64       Difficulty: 86 86
Jul 21, 2021
SUDALV
Ужасающе отвратительная игра, даже не думайте притрагиваться к ней, это сочетание унылой тягомотины как в платформинге так и в боссах с высокой сложностью, СЛЕГКА приправленые интересным контентом, особенно под конец игры, но поверьте, этот хороший контент абсолютно не стоит того. Максимум можете попробовать с сейвхака поиграть в интересные уровни/боссов.

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[2] Likes
Rating: 1.4 14       Difficulty: 70 70
Jul 17, 2018
Gogibestyeah
Nue is the best !!! =)

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[2] Likes
Rating: 7.5 75       Difficulty: 70 70
Sep 24, 2017
LastTISisLife
I have a lot of thoughts on this game. This game is kinda really wacky. It has an extremely unique charm, that you can feel only in old adventure fangames with this awkward platforming and apple bosses - it's kinda cringy, but it still just kinda warming after all. In this game however this atmosphere are kinda get to another point - by simply making things difficult

And making things difficult change the perspective a game for a lot. Difficulty on it's own make things more memorable. Hard and old adventure games are usually get criticed by people, because of questionable design. But suprisingly, today i will defend this game. Making things hard are actually work in this case; while being memorable, hard things in this game are actually give me a lot of enjoyment and every single of them give me good vibe of big trip

First hub already introduces some harsh stuff. Vstring stage (blue-yellow) was pretty interesting, Miku avoidance was just classic, similar to Catastrophe Miku. Industrial stage with Gray apple at the end was probably my least favourite stage in the game, but it still has some fun into it. Mario stage was also quite meh, but the Purple apple was absolutely brilliant, i really enjoyed this dumb and messy boss. Stage with Stop-gimmick was probably one of the best in the game, but the Cyan apple at the end was really hard and even despite i quite like it, it's definetinely roadblock

Second hub introduces some even more unique stuff. I like atmosphere of Spooky House and the Green apple was pretty fun, even being kinda RNG-hell at the third phase. Forest stage introduces some dumb, but fun chase and then actually an interesting puzzle. Boss of forest stage, as strange as it is, Moriya Suwako from Touhou was tough, but interesting to learn shmup-like boss. Bomberman and his stage respectively was very wacky and i really like idea about it, even tho i quite raging through playthroughing this. Green stage was just fucking trap classic, which is good on it's own, but i didn't fan of White apple at the end, quite annoying boss

After second hub, there's a transition stage, which is meh, just needle. Then there's are third hub with 8 short needle segments. Most of them are fine, i like RNG-stage and breakout-stage with Touhou girls. However, i dislike Industrial and VVVV-stages, they have extremely precise saves, which are not fun to execute

Third hub ends with Medley apple, that is simply Destination-like boss with mix of all attacks from previous apple bosses. Absolutely blasting boss, i have a fun playing him

And if you think the game will never ends, after Medley apple there's actually last hub, which is by far my favourite place in the game - all of the stages here are awesome (maybe Red needle is kinda meh, but whatever). Classic from K2 - Keys stage is good, Simon Says is amazing, avoidance is good meme and Puzzle with two kids is probably best screen in the game

At the end you will fight two last things. First one, Minoriko Aki is kinda boring with stupid vapid intro, but gets quite hyped the more you come to the end of avoidance. Didn't hate it, didn't like it. Nue, infamous final boss, is kinda easy, which makes it unfitting ending to such a looong game, but it was still fun, good designed enjoyable boss

This game for sure has a lot of content, as you see. And i think this was make this game great and memorable. Many things obviously are not great, even bad and atrocious sometimes, but still i think this game has an extremely great journey vibe and a lot of interesting content, that you can play for. Of course this is not ride for everyone, but if you like old adventure style and not affraid of hard stuff, go on. This game will fully satisfy you then. And i'm for myself didn't spare that i invested time in this

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Tagged as: Adventure Long
[1] Like
Rating: 6.9 69       Difficulty: 74 74
Sep 6, 2022
Aoi
難易度選択のimpossibleにはどうやって入るのですか?

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[0] Likes
Rating: 6.0 60       Difficulty: 70 70
Oct 15, 2023